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authorEmmanuel Gil Peyrot <emmanuel.peyrot@collabora.com>2016-02-24 20:21:11 +0000
committerTomaž Vajngerl <quikee@gmail.com>2016-02-25 11:11:57 +0000
commit06404309026b8e5aeb4c47ea68aea7ef21c6654e (patch)
tree131abc9b5eafa8ced9bce18fb4f8862d373035e2 /slideshow/opengl/vortexVertexShader.glsl
parent9adeebadd5d1728e9abaec67aa4dd8a0c300c98f (diff)
slideshow: Move Vortex calculations to the geometry stage, fixes Intel
Their Windows driver was failing due to too many varyings being used between the vertex and the geometry stages. Change-Id: Iec69a2ef29e6ed4ba5ce6e46c7a5eb7db5098d1b Reviewed-on: https://gerrit.libreoffice.org/22469 Tested-by: Jenkins <ci@libreoffice.org> Reviewed-by: Tomaž Vajngerl <quikee@gmail.com>
Diffstat (limited to 'slideshow/opengl/vortexVertexShader.glsl')
-rw-r--r--slideshow/opengl/vortexVertexShader.glsl14
1 files changed, 0 insertions, 14 deletions
diff --git a/slideshow/opengl/vortexVertexShader.glsl b/slideshow/opengl/vortexVertexShader.glsl
index 9bab2d9e0397..3d5838e5b9b3 100644
--- a/slideshow/opengl/vortexVertexShader.glsl
+++ b/slideshow/opengl/vortexVertexShader.glsl
@@ -16,7 +16,6 @@ in vec3 a_normal;
in vec2 a_texCoord;
in float tileInfo;
-uniform mat4 u_projectionMatrix;
uniform mat4 u_modelViewMatrix;
uniform mat4 u_sceneTransformMatrix;
uniform mat4 u_primitiveTransformMatrix;
@@ -26,15 +25,10 @@ uniform float time;
uniform ivec2 numTiles;
uniform sampler2D permTexture;
uniform float slide;
-uniform float shadow;
-uniform mat4 orthoProjectionMatrix;
-uniform mat4 orthoViewMatrix;
out vec2 g_texturePosition;
out vec3 g_normal;
-out mat4 projectionMatrix;
out mat4 modelViewMatrix;
-out mat4 shadowMatrix;
out mat4 transform;
out float nTime;
out float startTime;
@@ -142,14 +136,6 @@ void main( void )
* transform;
}
- if (shadow < 0.5) {
- projectionMatrix = u_projectionMatrix;
- shadowMatrix = orthoProjectionMatrix * orthoViewMatrix;
- } else {
- projectionMatrix = orthoProjectionMatrix * orthoViewMatrix;
- shadowMatrix = mat4(0.0);
- }
-
modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix;
gl_Position = vec4(a_position, 1.0);